Josh on NV40 & R420

Josh, you've shown a great attitude in taking some of the less, well, effusive criticism here. ;) Some of us still appreciate your work, regardless of how fallible your soft human brain can be. :)
 
I don't recall seeing a Truform setting in UT2003. In the ini? What's the name (just know it'll be truform... :))
 
Settings for the appropritate render device sections are:

UseNPatches (True/False)
TesselationFactor (1 is enough to show significant improvement in high detail model geometry in my experience)

Truform will have to be set to Application Preference in the control panel.
 
demalion said:
Settings for the appropritate render device sections are:

UseNPatches (True/False)
TesselationFactor (1 is enough to show significant improvement in high detail model geometry in my experience)

Truform will have to be set to Application Preference in the control panel.
Performance impact? :|
 
digitalwanderer said:
demalion said:
Settings for the appropritate render device sections are:

UseNPatches (True/False)
TesselationFactor (1 is enough to show significant improvement in high detail model geometry in my experience)

Truform will have to be set to Application Preference in the control panel.
Performance impact? :|

Yes, what is that, especially under the later 9xxx cards, which, IIRC, do Truform in software, not hardware (is that the correct phrasing, or is it software mode?).
 
Re: Transistors

One possibility to 175 vs. 210 million transistor question may be redunant circuitry? Not sure if that's the proper term - please correct me if I'm wrong.

I know in desktop microprocessors there is reduntant cache circuitry to increase yields, in case some of the cache circuits don't come out right. In fact I believe AMD has upwards to 20% circuit redundancy on its cache for its Athlon XP Processors, in order to maintain higher yields.

I believe IBM only bills its clients on the number of successful yields. Perhaps the 175 transistor NV40s come from IBM, and the the 210s are from TSMC, which bills its clients on the total number of wafers. There's an obvious insentive to include more (if any) redundant circuitry with a TSMC part.

How does this crazy theory sound?
 
Truform isn't a big deal because it's not a standard, and there probably won't be anything like it in DX for awhile (if ever). It should be done with shaders anyway...
 
nobie said:
Truform isn't a big deal because it's not a standard, and there probably won't be anything like it in DX for awhile (if ever). It should be done with shaders anyway...

Truform = NPatch = In Direct3D
 
Errr, keep in mind the NV40 and NV45 are being released almost, and that's the key word, at the same time AFAIK.
But they both are fundamentally the same chip last I heard...

Uttar
 
Humus said:
ben6 said:
Yes true Software Truform. Still looking for software support of Truform in recent games btw....

Does UT2003 and UT2004 count?


Also there is N-patch TRUFORM in Morrowind, but I guess it depends on what you mean by 'recent'.

Like surround gaming on the Parhelia, it's great, but not a common commodity asked for by many.

However both have their potential, and I'd love to see them advanced even if it's only for the benifit of a few of us initially.

Doesn't everything start out that way? Hit, Miss, then come back once they find just the right app to showcase it?
 
N-patches aren't going to come back. They're an inflexible HOS technique and are prone to significant graphical artifacts. Hopefully we'll see a programmable primitive processor soon that will allow tessellation in or before the vertex processor, or at least a more interesting HOS technique than N-patches.

What's more, they're slow on the R3xx.

Doesn't everything start out that way? Hit, Miss, then come back once they find just the right app to showcase it?
I don't remember anything starting out that way off the top of my head. Typically once a technology comes around, if it's not adopted pretty much right away, it falls by the wayside.
 
Err a 5-10 fps framerate drop on my sisters 9600pro is not the end of the world. Not when it makes the game look a whole lot better .
 
jvd said:
Err a 5-10 fps framerate drop on my sisters 9600pro is not the end of the world. Not when it makes the game look a whole lot better .
What game? What resolution/FSAA/AF settings? From what framerate to what framerate?

Regardless, the R3xx's truform implementation is much more CPU-hungry than it was with the R2xx.

Also, another big strike against truform is parallax mapping (or holographic texture mapping, or whatever you want to call it). Basically, since N-patches are transparent to the developer, they would break parallax mapping. Since this technique is sure to be used in most games coming out in the near future, I don't see any reason for N-patches support.
 
Chalnoth said:
I don't remember anything starting out that way off the top of my head. Typically once a technology comes around, if it's not adopted pretty much right away, it falls by the wayside.

Well despite your lack of awareness of them, there have been many. The most appropriate would be DirectX which didn't have a stellar start now did it? Now it dominates. Actually that would describe alot of MS' endevours as would the opposite.

Tech's past is littered with failed attempts that later went on to be successes, just as there are early great overwhelming successes that have burned out (Glide?).

Usually people see the promise in something and then it gets perfected. The biggest barriers are licensing the technology to people who can make it work and finding and exploit THE killer app for it.

Surround gaming on the Parhelia may not have legs for Matrox's line, but if SurroundView survives with ATI perhaps it will get a rebirth., especially with the drop in LCD prices

I'm not saying they will be adopted, they might not be, but the ideas are nice, especially if they can be done with minimal performance hits.
I don't need another shader effect (as fun as they are initially) or silly pop-up clocker in my drivers/hardware, but I would like to see more support for these two features.
 
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